mirror of
https://github.com/ciribob/DCS-CTLD.git
synced 2026-08-25 12:29:17 +00:00
Finished new Group Pickup
Added Early Warning Radar Reduced weights of crates
This commit is contained in:
@@ -20,6 +20,8 @@
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ctld = {} -- DONT REMOVE!
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ctld = {} -- DONT REMOVE!
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ctld.openBeta15 = true -- set to false if you're on 1.2
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-- ************************************************************************
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-- ************************************************************************
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-- ********************* USER CONFIGURATION ******************************
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-- ********************* USER CONFIGURATION ******************************
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-- ************************************************************************
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-- ************************************************************************
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@@ -347,10 +349,10 @@ ctld.vehicleTransportEnabled = {
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-- You can also add an optional coalition side to limit the group to one side
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-- You can also add an optional coalition side to limit the group to one side
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-- for the side - 2 is BLUE and 1 is RED
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-- for the side - 2 is BLUE and 1 is RED
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ctld.loadableGroups = {
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ctld.loadableGroups = {
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{name = "Standard Group", inf = 5, mg = 3, at = 2 }, -- will make a loadable group with 5 infantry, 3 MGs and 2 anti-tank for both coalitions
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{name = "Standard Group", inf = 6, mg = 2, at = 2 }, -- will make a loadable group with 5 infantry, 2 MGs and 2 anti-tank for both coalitions
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{name = "Anti Air", inf = 2, aa = 3 },
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{name = "Anti Air", inf = 2, aa = 3 },
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-- {name = "Anti Tank", inf = 2, at = 6 },
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{name = "Anti Tank", inf = 2, at = 6 },
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{name = "Mortar Squad", inf = 2, mortar = 5 },
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{name = "Mortar Squad", mortar = 6 },
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-- {name = "Mortar Squad Red", inf = 2, mortar = 5, side =1 }, --would make a group loadable by RED only
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-- {name = "Mortar Squad Red", inf = 2, mortar = 5, side =1 }, --would make a group loadable by RED only
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}
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}
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@@ -368,46 +370,49 @@ ctld.spawnableCrates = {
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-- cratesRequired - if set requires that many crates of the same type within 100m of each other in order build the unit
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-- cratesRequired - if set requires that many crates of the same type within 100m of each other in order build the unit
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-- side is optional but 2 is BLUE and 1 is RED
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-- side is optional but 2 is BLUE and 1 is RED
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-- dont use that option with the HAWK Crates
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-- dont use that option with the HAWK Crates
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{ weight = 1400, desc = "HMMWV - TOW", unit = "M1045 HMMWV TOW", side = 2 },
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{ weight = 500, desc = "HMMWV - TOW", unit = "M1045 HMMWV TOW", side = 2 },
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{ weight = 1200, desc = "HMMWV - MG", unit = "M1043 HMMWV Armament", side = 2 },
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{ weight = 505, desc = "HMMWV - MG", unit = "M1043 HMMWV Armament", side = 2 },
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{ weight = 1700, desc = "BTR-D", unit = "BTR_D", side = 1 },
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{ weight = 510, desc = "BTR-D", unit = "BTR_D", side = 1 },
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{ weight = 1900, desc = "BRDM-2", unit = "BRDM-2", side = 1 },
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{ weight = 515, desc = "BRDM-2", unit = "BRDM-2", side = 1 },
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{ weight = 1100, desc = "HMMWV - JTAC", unit = "Hummer", side = 2, }, -- used as jtac and unarmed, not on the crate list if JTAC is disabled
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{ weight = 520, desc = "HMMWV - JTAC", unit = "Hummer", side = 2, }, -- used as jtac and unarmed, not on the crate list if JTAC is disabled
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{ weight = 1500, desc = "SKP-11 - JTAC", unit = "SKP-11", side = 1, }, -- used as jtac and unarmed, not on the crate list if JTAC is disabled
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{ weight = 525, desc = "SKP-11 - JTAC", unit = "SKP-11", side = 1, }, -- used as jtac and unarmed, not on the crate list if JTAC is disabled
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{ weight = 200, desc = "2B11 Mortar", unit = "2B11 mortar" },
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{ weight = 100, desc = "2B11 Mortar", unit = "2B11 mortar" },
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{ weight = 500, desc = "SPH 2S19 Msta", unit = "SAU Msta", side = 1, cratesRequired = 3 },
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{ weight = 250, desc = "SPH 2S19 Msta", unit = "SAU Msta", side = 1, cratesRequired = 3 },
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{ weight = 501, desc = "M-109", unit = "M-109", side = 2, cratesRequired = 3 },
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{ weight = 255, desc = "M-109", unit = "M-109", side = 2, cratesRequired = 3 },
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},
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},
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["AA Crates"] = {
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["AA Crates"] = {
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{ weight = 210, desc = "Stinger", unit = "Stinger manpad", side = 2 },
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{ weight = 50, desc = "Stinger", unit = "Stinger manpad", side = 2 },
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{ weight = 215, desc = "Igla", unit = "SA-18 Igla manpad", side = 1 },
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{ weight = 55, desc = "Igla", unit = "SA-18 Igla manpad", side = 1 },
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-- HAWK System
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-- HAWK System
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{ weight = 1000, desc = "HAWK Launcher", unit = "Hawk ln", side = 2},
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{ weight = 540, desc = "HAWK Launcher", unit = "Hawk ln", side = 2},
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{ weight = 1010, desc = "HAWK Search Radar", unit = "Hawk sr", side = 2 },
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{ weight = 545, desc = "HAWK Search Radar", unit = "Hawk sr", side = 2 },
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{ weight = 1020, desc = "HAWK Track Radar", unit = "Hawk tr", side = 2 },
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{ weight = 550, desc = "HAWK Track Radar", unit = "Hawk tr", side = 2 },
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{ weight = 1021, desc = "HAWK Repair", unit = "HAWK Repair" , side = 2 },
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{ weight = 555, desc = "HAWK Repair", unit = "HAWK Repair" , side = 2 },
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-- End of HAWK
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-- End of HAWK
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-- KUB SYSTEM
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-- KUB SYSTEM
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{ weight = 1026, desc = "KUB Launcher", unit = "Kub 2P25 ln", side = 1},
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{ weight = 560, desc = "KUB Launcher", unit = "Kub 2P25 ln", side = 1},
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{ weight = 1027, desc = "KUB Radar", unit = "Kub 1S91 str", side = 1 },
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{ weight = 565, desc = "KUB Radar", unit = "Kub 1S91 str", side = 1 },
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{ weight = 1025, desc = "KUB Repair", unit = "KUB Repair", side = 1},
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{ weight = 570, desc = "KUB Repair", unit = "KUB Repair", side = 1},
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-- End of KUB
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-- End of KUB
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-- BUK System
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-- BUK System
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-- { weight = 1022, desc = "BUK Launcher", unit = "SA-11 Buk LN 9A310M1"},
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-- { weight = 575, desc = "BUK Launcher", unit = "SA-11 Buk LN 9A310M1"},
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-- { weight = 1023, desc = "BUK Search Radar", unit = "SA-11 Buk SR 9S18M1"},
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-- { weight = 580, desc = "BUK Search Radar", unit = "SA-11 Buk SR 9S18M1"},
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-- { weight = 1024, desc = "BUK CC Radar", unit = "SA-11 Buk CC 9S470M1"},
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-- { weight = 585, desc = "BUK CC Radar", unit = "SA-11 Buk CC 9S470M1"},
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-- { weight = 1025, desc = "BUK Repair", unit = "BUK Repair"},
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-- { weight = 590, desc = "BUK Repair", unit = "BUK Repair"},
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-- END of BUK
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-- END of BUK
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{ weight = 505, desc = "Strela-1 9P31", unit = "Strela-1 9P31", side = 1, cratesRequired = 3 },
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{ weight = 595, desc = "Early Warning Radar", unit = "1L13 EWR" },
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{ weight = 506, desc = "M1097 Avenger", unit = "M1097 Avenger", side = 2, cratesRequired = 3 },
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{ weight = 405, desc = "Strela-1 9P31", unit = "Strela-1 9P31", side = 1, cratesRequired = 3 },
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{ weight = 400, desc = "M1097 Avenger", unit = "M1097 Avenger", side = 2, cratesRequired = 3 },
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},
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},
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}
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}
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@@ -2704,10 +2709,16 @@ function ctld.updateRadioBeacon(_beaconDetails)
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local _groupController = _radio.group:getController()
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local _groupController = _radio.group:getController()
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local _sound = "l10n/DEFAULT/"..ctld.radioSound
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local _sound = ctld.radioSound
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if _radio.silent then
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if _radio.silent then
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_sound = "l10n/DEFAULT/"..ctld.radioSoundFC3
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_sound = ctld.radioSoundFC3
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end
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end
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if ctld.openBeta15 then
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_sound = "l10n/DEFAULT/".._sound
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end
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_groupController:setOption(AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.WEAPON_HOLD)
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_groupController:setOption(AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.WEAPON_HOLD)
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trigger.action.radioTransmission(_sound, _radio.group:getUnit(1):getPoint(), _radio.mode, false, _radio.freq, 1000)
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trigger.action.radioTransmission(_sound, _radio.group:getUnit(1):getPoint(), _radio.mode, false, _radio.freq, 1000)
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@@ -3864,14 +3875,15 @@ function ctld.addF10MenuOptions()
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missionCommands.addCommandForGroup(_groupId, "Unload Troops", _troopCommandsPath, ctld.unloadTroops, { _unitName, true })
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missionCommands.addCommandForGroup(_groupId, "Unload Troops", _troopCommandsPath, ctld.unloadTroops, { _unitName, true })
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missionCommands.addCommandForGroup(_groupId, "Extract Troops", _troopCommandsPath, ctld.extractTroops, { _unitName, true })
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missionCommands.addCommandForGroup(_groupId, "Extract Troops", _troopCommandsPath, ctld.extractTroops, { _unitName, true })
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missionCommands.addCommandForGroup(_groupId, "Check Cargo", _troopCommandsPath, ctld.checkTroopStatus, { _unitName })
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local _loadPath = missionCommands.addSubMenuForGroup(_groupId, "Load From Zone", _troopCommandsPath)
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for _,_loadGroup in pairs(ctld.loadableGroups) do
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for _,_loadGroup in pairs(ctld.loadableGroups) do
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if not _loadGroup.side or _loadGroup.side == _unit:getCoalition() then
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if not _loadGroup.side or _loadGroup.side == _unit:getCoalition() then
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missionCommands.addCommandForGroup(_groupId, "Load ".._loadGroup.name, _troopCommandsPath, ctld.loadTroopsFromZone, { _unitName, true,_loadGroup,false })
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missionCommands.addCommandForGroup(_groupId, "Load ".._loadGroup.name, _loadPath, ctld.loadTroopsFromZone, { _unitName, true,_loadGroup,false })
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end
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end
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end
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end
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missionCommands.addCommandForGroup(_groupId, "Check Cargo", _troopCommandsPath, ctld.checkTroopStatus, { _unitName })
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if ctld.unitCanCarryVehicles(_unit) then
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if ctld.unitCanCarryVehicles(_unit) then
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local _vehicleCommandsPath = missionCommands.addSubMenuForGroup(_groupId, "Vehicle / FOB Transport", _rootPath)
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local _vehicleCommandsPath = missionCommands.addSubMenuForGroup(_groupId, "Vehicle / FOB Transport", _rootPath)
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@@ -1,13 +1,34 @@
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# DCS-CTLD
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# DCS-CTLD
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Complete Troops and Logistics Deployment for DCS World
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Complete Troops and Logistics Deployment for DCS World
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## Contents
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- [Features](#features)
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- [Setup in Mission Editor](#setup-in-mission-editor)
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- [In Game](#in-game)
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- [Troop Loading and Unloading](#troop-loading-and-unloading)
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- [Cargo Spawning and Sling Loading](#cargo-spawning-and-sling-loading)
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- [Crate Unpacking](#crate-unpacking)
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- [Forward Operating Base (FOB) Construction](#forward-operating-base-fob-construction)
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- [Radio Beacon Deployment](#radio-beacon-deployment)
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- [Advanced Scripting](#advanced-scripting)
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This script is a rewrite of some of the functionality of the original Complete Combat Troop Transport Script (CTTS) by Geloxo (http://forums.eagle.ru/showthread.php?t=108523), as well as adding new features.
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This script is a rewrite of some of the functionality of the original Complete Combat Troop Transport Script (CTTS) by Geloxo (http://forums.eagle.ru/showthread.php?t=108523), as well as adding new features.
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## Features
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The script supports:
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The script supports:
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* Troop Loading / Unloading via Radio Menu
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* Troop Loading / Unloading via Radio Menu
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* AI Units can also load and unload troops automatically
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* AI Units can also load and unload troops automatically
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* Troops can spawn with RPGs and Stingers / Iglas if enabled.
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* Troops can spawn with RPGs and Stingers / Iglas if enabled.
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* Different troop groups can be loaded. The groups can easily be modifed by editing CTLD. By Default the groups are:
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* AT Group
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* AA Group
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* Mortar Group
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* Standard Group
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* Vehicle Loading / Unloading via Radio Menu for C-130 / IL-76 (Other large aircraft can easily be added) (https://www.digitalcombatsimulator.com/en/files/668878/?sphrase_id=1196134)
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* Vehicle Loading / Unloading via Radio Menu for C-130 / IL-76 (Other large aircraft can easily be added) (https://www.digitalcombatsimulator.com/en/files/668878/?sphrase_id=1196134)
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* You will need to download the modded version of the C-130 from here (JSGME Ready) that fixes the Radio Menu
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* You will need to download the modded version of the C-130 from here (JSGME Ready) that fixes the Radio Menu
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* Coloured Smoke Marker Drops
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* Coloured Smoke Marker Drops
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@@ -15,7 +36,11 @@ The script supports:
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* Extractable soldier groups added via mission editor
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* Extractable soldier groups added via mission editor
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* Unit construction using crates spawned at a logistics area and dropped via Simulated Cargo Sling or Real Cargo Sling
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* Unit construction using crates spawned at a logistics area and dropped via Simulated Cargo Sling or Real Cargo Sling
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* HAWK AA System requires 3 separate and correct crates to build
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* HAWK AA System requires 3 separate and correct crates to build
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* HAWK system can also be rearmed after construction by dropping another Hawk Launcher nearby and unpacking
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* HAWK system can also be rearmed after construction by dropping another Hawk Launcher nearby and unpacking. Separate repair crate can also be used.
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* BUK AA System requires 2 separate and correct crates to build
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* BUK system can also be rearmed after construction by dropping another BUK Launcher nearby and unpacking. Separate repair crate can also be used.
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* KUB AA System requires 2 separate and correct crates to build
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* KUB system can also be rearmed after construction by dropping another KUB Launcher nearby and unpacking. Separate repair crate can also be used.
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* HMMWV TOW
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* HMMWV TOW
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* HMMWV MG
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* HMMWV MG
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* HMMWV JTAC - Will Auto Lase and mark targets with smoke if enabled
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* HMMWV JTAC - Will Auto Lase and mark targets with smoke if enabled
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@@ -35,6 +60,7 @@ The script supports:
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* Count Crates in Zone
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* Count Crates in Zone
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* Works for both crates added by the Mission Editor and Crates spawned by Transports
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* Works for both crates added by the Mission Editor and Crates spawned by Transports
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* Count soldiers extracted to a zone (the soldiers disappear)
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* Count soldiers extracted to a zone (the soldiers disappear)
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* Advanced Scripting Callback system
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|
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A complete test mission is included.
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A complete test mission is included.
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@@ -43,7 +69,7 @@ You can also edit the CTLD.lua file to change some configuration options. Make s
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## Setup in Mission Editor
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## Setup in Mission Editor
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|
|
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### Script Setup
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### Script Setup
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**This script requires MIST version 4.0.55 or above: https://github.com/mrSkortch/MissionScriptingTools**
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**This script requires MIST version 4.0.57 or above: https://github.com/mrSkortch/MissionScriptingTools**
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|
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First make sure MIST is loaded, either as an Initialization Script for the mission or the first DO SCRIPT with a "TIME MORE" of 1. "TIME MORE" means run the actions after X seconds into the mission.
|
First make sure MIST is loaded, either as an Initialization Script for the mission or the first DO SCRIPT with a "TIME MORE" of 1. "TIME MORE" means run the actions after X seconds into the mission.
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||||||
|
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@@ -202,7 +228,7 @@ You can also spawn extractable infantry groups at a specified trigger zone using
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|
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The parameters are:
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The parameters are:
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* group side (red or blue)
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* group side (red or blue)
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* number of troops to spawn
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* number of troops to spawn OR Group Description
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* the name of the trigger to spawn the extractable troops at
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* the name of the trigger to spawn the extractable troops at
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* the distance the troops should search for enemies on spawning in meters
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* the distance the troops should search for enemies on spawning in meters
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|
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@@ -212,6 +238,12 @@ ctld.spawnGroupAtTrigger("red", 10, "spawnTrigger", 1000)
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or
|
or
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```lua
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```lua
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ctld.spawnGroupAtTrigger("blue", 5, "spawnTrigger2", 2000)
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ctld.spawnGroupAtTrigger("blue", 5, "spawnTrigger2", 2000)
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||||||
|
```
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|
or
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|
```lua
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|
ctld.spawnGroupAtTrigger("blue", {mg=1,at=2,aa=3,inf=4,mortar=5}, "spawnTrigger2", 2000)
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||||||
|
-- Spawns 1 machine gun, 2 anti tank, 3 anti air, 4 standard soldiers and 5 mortars
|
||||||
|
|
||||||
```
|
```
|
||||||
|
|
||||||
### Activate / Deactivate Pickup Zone
|
### Activate / Deactivate Pickup Zone
|
||||||
@@ -547,6 +579,31 @@ The C130 / IL-76 gets an extra radio option for loading and deploying vehicles.
|
|||||||
|
|
||||||
The C-130 / IL-76 can also load and unload FOB crates from a Logistics area, see FOB Construction for more details.
|
The C-130 / IL-76 can also load and unload FOB crates from a Logistics area, see FOB Construction for more details.
|
||||||
|
|
||||||
|
Different Troop Groups can be loaded from a pickup zone. The ```ctld.loadableGroups``` list can be modified if you want to change the loadable groups.
|
||||||
|
|
||||||
|
```lua
|
||||||
|
|
||||||
|
-- ************** INFANTRY GROUPS FOR PICKUP ******************
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||||||
|
-- Unit Types
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||||||
|
-- inf is normal infantry
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|
-- mg is M249
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-- at is RPG-16
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-- aa is Stinger or Igla
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||||||
|
-- mortar is a 2B11 mortar unit
|
||||||
|
-- You must add a name to the group for it to work
|
||||||
|
-- You can also add an optional coalition side to limit the group to one side
|
||||||
|
-- for the side - 2 is BLUE and 1 is RED
|
||||||
|
ctld.loadableGroups = {
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||||||
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{name = "Standard Group", inf = 6, mg = 2, at = 2 }, -- will make a loadable group with 5 infantry, 2 MGs and 2 anti-tank for both coalitions
|
||||||
|
{name = "Anti Air", inf = 2, aa = 3 },
|
||||||
|
{name = "Anti Tank", inf = 2, at = 6 },
|
||||||
|
{name = "Mortar Squad", mortar = 6 },
|
||||||
|
-- {name = "Mortar Squad Red", inf = 2, mortar = 5, side =1 }, --would make a group loadable by RED only
|
||||||
|
}
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
|
||||||
## Cargo Spawning and Sling Loading
|
## Cargo Spawning and Sling Loading
|
||||||
|
|
||||||
Cargo can be spawned by transport helicopters if they are close enough to a friendly logistics unit using the F10 menu. Crates are always spawned off the nose of the unit that requested them.
|
Cargo can be spawned by transport helicopters if they are close enough to a friendly logistics unit using the F10 menu. Crates are always spawned off the nose of the unit that requested them.
|
||||||
@@ -715,9 +772,38 @@ Once you've got the right frequency, you should see a white arrow on the compass
|
|||||||
The Huey ADF can be a dodgy and occasionaly points the wrong direction but it should eventually settle on the correct direction.
|
The Huey ADF can be a dodgy and occasionaly points the wrong direction but it should eventually settle on the correct direction.
|
||||||
|
|
||||||
Radio configured to the correct frequency for a beacon:
|
Radio configured to the correct frequency for a beacon:
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
White pointer pointing to beacon on the compass:
|
White pointer pointing to beacon on the compass:
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
|
# Advanced Scripting
|
||||||
|
|
||||||
|
CTLD has an optional callback API that can be used to trigger actions in code
|
||||||
|
|
||||||
|
The example below as a DO SCRIPT will output the callback "action" type for every action:
|
||||||
|
|
||||||
|
```lua
|
||||||
|
ctld.addCallback(function(_args)
|
||||||
|
|
||||||
|
trigger.action.outText(_args.action,10)
|
||||||
|
|
||||||
|
end)
|
||||||
|
```
|
||||||
|
|
||||||
|
Below is a complete list of all the "actions" plus the data that is sent through. For more information its best to check the CTLD Code to see more details of the arguments.
|
||||||
|
|
||||||
|
* ```{unit = "Unit that did the action", unloaded = "DCS Troops Group", action = "dropped_troops"}```
|
||||||
|
* ```{unit = "Unit that did the action", unloaded = "DCS Vehicles Group", action = "dropped_vehicles"}```
|
||||||
|
* ```{unit = "Unit that did the action", unloaded = "List of picked up vehicles", action = "load_vehicles"}```
|
||||||
|
* ```{unit = "Unit that did the action", unloaded = "List of picked up troops", action = "load_troops"}```
|
||||||
|
* ```{unit = "Unit that did the action", unloaded = "List of dropped troops", action = "unload_troops_zone"}```
|
||||||
|
* ```{unit = "Unit that did the action", unloaded = "List of dropped vehicles", action = "unload_vehicles_zone"}```
|
||||||
|
* ```{unit = "Unit that did the action", extracted = "DCS Troops Group", action = "extract_troops"}```
|
||||||
|
* ```{unit = "Unit that did the action", extracted = "DCS Vehicles Group", action = "extract_vehicles"}```
|
||||||
|
* ```{unit = "Unit that did the action",position = "Point of FOB", action = "fob" }```
|
||||||
|
* ```{unit = "Unit that did the action",crate = "Crate Details", spawnedGroup = "Group rearmed by crate", action = "rearm"}```
|
||||||
|
* ```{unit = "Unit that did the action",crate = "Crate Details", spawnedGroup = "Group spawned by crate", action = "unpack"}```
|
||||||
|
* ```{unit = "Unit that did the action",crate = "Crate Details", spawnedGroup = "Group repaired by crate", action = "repair"}```
|
||||||
|
|||||||
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Reference in New Issue
Block a user